RAA Weapons
Ranged
VX-5 “Vixen” (standard rifle)
Cost: 5 CP
Range: 10”
2 Handed: X
UR: Semi: 3 Full: 4
Damage: 1d6
Notes: Can fire 1 shot (semi-auto) or 2 shots (fully-auto)
MA-3 “Mother Frakker” (Upgraded assault rifle)
Cost: 6
Range: 12”
2 Handed: X
UR: Semi: 4 Full: 5
Damage: 1d6+2
Notes: Can fire 1 shot (semi-auto) or 3 shots (fully-auto) Is equipped with an underslung grenade launcher.
B-24 (long-range grenade launcher)
Cost: 4
Range: 12”
2 Handed: X
UR: 5
Damage: 1d10
Notes: Good for blowing stuff up at long range
MA-3.5 “Xeno” (Variation of MA-3 for aliens)
Cost: 6
Range: 12”
2 Handed: X
UR: Semi: 4 Full: 5
Damage: 1d6+2
Notes: Can fire 1 shot (semi-auto) or 3 shots (fully-auto). Is equipped with an underslung bayonet. Can only be used by aliens.
Bayonet (self explanatory)
Cost: 2
Range: CC
2 Handed: X
UR: 2
Damage: 1d6
Notes: Good for stabbing enemies at close range
BK-8 “Bad Boy” (triple shot battle rifle)
Cost: 8 CP
Range: 12”
2 Handed: X
UR: 5
Damage: 1d6+2
Notes: Fires three shots, so roll 1d6 for every shot.
ME-23 “Back-Breaker” (Heavy Machinegun)
Cost: 15
Range: 14”
2 Handed:
UR: 6
Damage: 2
Notes: Fires 16 shots, so roll 16 1d6 for the UR. Damage is pre-set. Recoil is so powerful the gunner is pushed back 2” every time it is fired. Unit can use one turn to brace to reduce this to 1”
TX-35 “Texas BBQ” (Flame thrower)
Cost: 9 CP
Range: 8”
2 Handed: X
UR: 4
Damage: 2d6 Fire
Notes: Can be used for full-automatic fire in a 45 degree arc. Fire remains where it landed for 1d6 turns afterwards.
IM-55 “Armor Cracker” (anti-vehicle laser cannon/rifle)
Cost: 9
Range: 14”
2 Handed: X
UR: Anti-vehicle: 5 Rifle: 3
Damage: Anti-vehicle: 1d10+2 Explosive
Notes: Can only be used against vehicles
XM-34 “Crystal Nose” (carbine)
Cost: 5
Range: 8”
2 Handed: X
UR: Semi: 4 Full: 5
Damage: 1d6+1
Notes: Can fire 3 shots full-auto
XK-667 “Long Reach” (sniper rifle)
Cost: 8
Range: 25”
2 Handed: X
UR: 1d2 (coin)
Damage: instant kill if hit
I-65 “Kick Back” (Pistol)
Cost: 3
Range: 6”
2 Handed: O
UR: Semi: 3
Damage: 1d6
Notes: can be duel weld at a UR of 4 each.
I-70 “Hole Puncher” (upgraded pistol)
Cost: 5
Range: 8”
2 Handed: O
UR: Semi: 3 Full: 4
Damage: 1d6+2
Notes: Can fire two shots in quick succession.
MI-7 “Bolta” (wrist mounted gun)
Cost: 8
Range: 8”
2 Handed: O
UR: Semi: 3 Full: 4
Damage: 1d6+1
Notes: Wrist mounted, allowing another 2 Handed weapon or two 1 handed weapons to be held and used at the same time with no penalty. Can fire 2 shots full-auto.
Close Combat
HK-9 “Chainsword” (a sword with a chainsaw for a blade)
Cost: 5
Range: CC
2 Handed: O
UR: 4
Damage: 1d10
Notes: Only useable by Colonel Jackson “DarkWolf“ Cameron. If another unit picks it up, when making an attack he must also roll another 1d6. On a 1, the unit cuts himself in half at the waist. On a 6, the unit cuts his own head off. Everything else the unit stays in one piece.
“Nemesis” (heavy spear)
Cost: 4
Range: CC
2 Handed: X
UR: 5
Damage: 2d6 +2 to final total on rolls
“Scorpion” Bracer (A wrist mounted bracer that looks like a scorpion)
Cost: 4
Range: CC
2 Handed: O
UR: 2
Damage: 1d6+1
Notes: Can be used to wrench blades out of an opponents hands. Based on a real weapon (seriously, my parents own a business selling blades, and these things go for like $45)


